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Fundamentals of Game Design, 2nd Edition

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1 Fundamentals of Game Design, 2nd Edition
by Ernest Adams Chapter 11: Game Balancing

2 Objectives List qualities that characterize a balanced game
Define a dominant strategy and discuss ways to avoid dominant strategies in player-versus-player and player-versus-environment games Know how to use the element of chance in a game so that player skill still ultimately determines the outcome of the game © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

3 Objectives (Cont.) List strategies for making symmetric and asymmetric player-versus-player games fair List strategies for making player-versus-environment games fair Understand types of difficulty and explain ways to manage difficulty to maximize the player’s enjoyment of the game © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

4 Objectives (Cont.) Discuss the phenomenon of positive feedback and discuss ways to control positive feedback in the game Recognize qualities of unbalanced games such as stagnation and triviality and explain how they can be avoided List design methods that can make fine-tuning easier © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

5 What Is a Balanced Game? A balanced game
Is fair to the player(s) Is neither too easy nor too hard Makes the skill of the player the most important factor in determining his success Concept of balance differs between PvP and PvE games © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

6 What Is a Balanced Game? (Cont.)
A well-balanced PvP or PvE game has the following characteristics: It provides meaningful choices It avoids dominant strategies (They will be explained later) Each strategy must have a reasonable chance of producing victory Player’s skill must affect success Role of chance should not be so great that player skill becomes irrelevant © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

7 What Is a Balanced Game? (Cont.)
Additional balance requirements for PvP Players perceive the game to be fair A player who falls behind should have opportunities to catch up Game rarely ends in a stalemate Additional balance requirements for PvE The player perceives the game to be fair Definition of fairness is different—discussed later Level of difficulty must be consistent, without spikes or sharp drops © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

8 Avoiding Dominant Strategies
Dominant strategy is a strategy that reliably produces the best outcome a player may achieve, no matter what his opponent does Dominant strategies are undesirable because a player has no reason to use any other strategy once she has discovered the dominant strategy © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

9 Avoiding Dominant Strategies (Cont.)
Dominant strategies in video games Transitive relationships among three or more entities If A > B and B > C, then A > C Never any reason to choose B or C if A is best To correct the imbalance, assign costs to each choice To create a more interesting choice, impose shadow costs for choices Shadow costs are costs that are not immediately apparent Transitive relationships often used to create upgrades for a player’s abilities—start with C, then earn B, then A © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

10 Avoiding Dominant Strategies (Cont.)
Dominant strategies in video games (cont.) Intransitive relationships (rock-paper-scissors) If A beats B and B beats C, you can’t assume A beats C Rather, A beats B, B beats C, and C beats A RPS model is simple but can be adjusted by modifying core mechanics Orthogonal unit differentiation—each kind of unit should be unlike the others in some way Not simply more or less powerful, but uniquely different Guarantees each kind of unit has a unique function © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

11 Avoiding Dominant Strategies (Cont.)
Dominant strategies in PvE games Implementing fewer actions in a game risks creating exploits—actions that can beat any challenge Test thoroughly to eliminate exploits © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

12 The Role of Chance If chance plays a role, how to ensure the more skillful player wins? Use chance sparingly Use chance in frequent challenges with small risks and rewards Allow player to choose actions Allow player to choose how much to risk © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

13 Making PvP Games Fair To balance symmetric games, treat every player the same Same rules, resources, victory conditions Asymmetric games are harder to balance One approach: give players identical quantities of materials or points when they start Players spend points to build units as they wish Players spend ponts to adjust unit attributes Study Starcraft as a great asymmetric game © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

14 Making PvP Games Fair (Cont.)
Balance issues for persistent worlds Persistent worlds are never symmetric and always intrinsically unbalanced New players need protection Can be rebalanced on the fly by patching © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

15 Making PvE Games Fair A fair PvE game should
Offer challenges at a consistent level of difficulty Avoid learn-by-dying designs Avoid stalemates Provide information for critical decisions Avoid requiring extrinsic information Include challenges appropriate for the genre © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

16 Managing Difficulty Balancing a game includes managing the difficulty of its challenges to keep players within a flow state Factors outside the designer’s control Previous experience facing challenges similar to those in your game Native talent such as hand-eye coordination and reasoning skills A game that requires cheats to be winnable is badly balanced Flow occurs when the player’s abilities balance the challenge. © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

17 Managing Difficulty (Cont.)
Types of difficulty Absolute difficulty—compare amounts of skill required and stress to that of a similar trivial challenge Relative difficulty – difficulty relative to player’s power provided by the game Power provided measures player’s strength by means appropriate to situation (e.g., weapon strength in shooters) Perceived difficulty = absolute difficulty  (power provided + in-game experience) Reminder from Chapter 9: Intrinsic skill needed to overcome challenge + stress = absolute difficulty. © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

18 Managing Difficulty (Cont.)
© 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

19 Managing Difficulty (Cont.)
Creating a difficulty progression Perceived difficulty of challenges should stay the same or rise In games for casual players and young children, it should remain almost flat Relative difficulty must increase over time to counteract the player’s growing in-game experience © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

20 Managing Difficulty (Cont.)
Establishing difficulty modes In single-player games, allow player to choose a difficulty mode When a difficulty mode is selected, challenges must stay within that range If you can’t adjust the difficulty of a challenge, provide a way around it for the easy mode and block the go-around route for the hard mode © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

21 Understanding Positive Feedback
Positive feedback occurs when a player’s achievement changes the game state, making future achievements easier Benefits of positive feedback Discourages a stalemate Rewards success © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

22 Understanding Positive Feedback (Cont.)
Controlling positive feedback Don’t give too much power as a reward Introduce negative feedback Achievements have a cost as well as a benefit Raise the absolute difficulty level of challenges as the player proceeds Allow collusion against the leader in PvP games Define victory as unrelated to the feedback cycle Use chance to reduce the size of the rewards Review the graphs in Figure 11.8. © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

23 Other Balance Considerations
Avoid stagnation Stagnation occurs when the player does not know what to do next Hide clues in plain sight about how to proceed Have the game detect when the player is wandering aimlessly and provide nudges in the right direction Avoid trivialities Let the computer handle uninteresting details of game © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

24 Design to Make Tuning Easy
Generalize mechanics when possible Try to avoid creating special cases Separate code and data Suggestions for efficient fine-tuning: Modify only one parameter at a time When modifying parameters, make big adjustments—the consequences are easier to see Keep records Use pseudo-random numbers © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing

25 Summary You should now understand How to design a fair game
How to avoid dominant strategies How to use chance How to manage difficulty How to control positive feedback © 2009 by Pearson Education, Inc. Chapter 11 Game Balancing


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